- Jul 02, 2011
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Chris Foster authored
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- Jul 01, 2011
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Martin Poirier authored
fix problem on web interface with blacklisted slaves no longer in slave list
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- Jun 29, 2011
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Martin Poirier authored
better stream handling when uploading files Might solve the problem with OS X masters
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Campbell Barton authored
- for windows use case insensitive checks for DLL and EXE extensions. - copying python libs now works if python is installed onto the system. - renamed 'Save As Runtime' --> 'Save As Game Engine Runtime', since 'Runtime' is too much a generic term.
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Campbell Barton authored
add tooltip to address [#27798] .OBJ Import with 'Split' option enabled, skips verts with no face/edge users.
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Nathan Vegdahl authored
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- Jun 28, 2011
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Doug Hammond authored
extensions_framework: add ability to set UILayout alert state based on a logical test of PropertyGroup members
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John Phan authored
update to able to export all action set that matches the bones that some were ignore or couldn't be added in.
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Doug Hammond authored
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- Jun 27, 2011
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Campbell Barton authored
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Campbell Barton authored
- replace line intersection function with mathutils one. - snap to edge intersection works with object transforms now. - clean whitespace
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Campbell Barton authored
initialize the filepath in the invoke function rather then the menu.
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Campbell Barton authored
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Campbell Barton authored
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Mitchell Stokes authored
* Now __pycache__ folders are ignored instead of *.pyc files (the only pyc files are in the __pycachce__ folders) * Now 2.58/python/lib is copied over instead of just lib. This allows the runtime to take advantage of Blender's "bundled Python" features. Having the 2.58 folder also allows for other potential files that BGE users might eventually want (e.g., components).
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- Jun 23, 2011
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Nathan Vegdahl authored
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Nathan Vegdahl authored
This is the last piece that should allow some pretty extensive custom rigging in the metarig, if advanced users choose to do so.
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Campbell Barton authored
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- Jun 22, 2011
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Campbell Barton authored
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Nathan Vegdahl authored
This allows advanced users to do certain limited custom rigging work in the metarig, and have it transfer to the generated rig. Custom properties are also copied when using the copy_bone function in utils. TODO: transfer drivers from the metarig as well.
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- Jun 21, 2011
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Campbell Barton authored
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Campbell Barton authored
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Campbell Barton authored
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Campbell Barton authored
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Nathan Vegdahl authored
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- Jun 20, 2011
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John Phan authored
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John Phan authored
added some features to able to delete first index action set and remove all mesh vertex weight selected mesh.
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Martin Poirier authored
Reported by Ramon Nieto Added a better error message when the current file is not saved.
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Martin Poirier authored
Add rna callback to server address property so that it correctly checks if the server exists when the value changes.
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Martin Poirier authored
Report by Wintch Analyzer Refill the rna blacklist list every refresh (safer that way).
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Kalle-Samuli Riihikoski authored
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Martin Poirier authored
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Campbell Barton authored
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- Jun 19, 2011
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Nathan Vegdahl authored
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- Jun 18, 2011
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Nathan Vegdahl authored
The layer names are then used in creating the custom rig layer UI. This is useful for users that do not want to--or do not have the knowledge to--edit the generated python script by hand. It is also handy even for more advanced users when regerating the rig over and over (which over-writes the script and any hand-made edits). Also misc bug fixes in some of the rig types.
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Nathan Vegdahl authored
This allows IK arms and legs to still function properly even when they start with an entirely straight chain.
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- Jun 15, 2011
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Nathan Vegdahl authored
This rig replaces the old spine rig, and has a super-set of the old spine's features. The main new features are: 1. A separate over-all control for translation. Due to the pivot slide feature of the spine, it didn't really make sense to have one of the spine bones be the control for translation, so I broke that out into a separate control. This control also acts as a root of the spine in general, including for scaling and rotation. If you want to grab the entire spine as one unit, this is how to do it. 2. The spine can now have more than two control bones. The rigger can specify an arbitrary number of the spine bones to be turned into controls upon rig generation. Controls that are not at the end points of the spine are optionally (via an animatable switch) auto-rotated by the the end point controls, so animators can ignore them when they do not require that level of control.
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- Jun 10, 2011
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Campbell Barton authored
- h3d: replace unfinvviewmat with gl_ModelViewMatrixInverse
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Campbell Barton authored
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- Jun 09, 2011
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Kalle-Samuli Riihikoski authored
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